«4.1 Testing MoraleThere
are two times during the turn when a unit may have to test for morale:
First; during the Casualty Morale Test phase, before assaults are
resolved, all units which have had any bases killed or damaged during the
current turn must conduct a morale check. Second; after assaults are
resolved, any unit which has become demoralized because of losing an assault,
will also check morale. This can result in a unit testing morale twice during
the assault phase.

To test a unit's morale, roll one six sided die
(1D6) and modify the result using the Morale Roll Modifiers. Cross reference
that final value with the appropriate troop grade for the unit in question to
arrive at the effect. Note that no unit which rolls a modified 3 or more will
fail their morale test. Depending on the troop grade, an adverse effect may
occur on a modified 1 through -2. There are six possible effects, with some
results combining several of these effects. Units suffering more than one
effect will distribute the effects as evenly as possible among the affected
bases. For example: A fanatic unit which rolls a modified -2 would have a "C D
S" effect. This means that one-third of the remaining bases will charge,
one-third will disintegrate, and one-third will surrender. If the unit has so
few bases left that it prevents dividing the results evenly, apply the effects
in order, from left to right. In this case, if the fanatic unit only had two
bases remaining, one would charge, the other would disintegrate.

Hard cover or better - Half or more of the unit's
bases are in hard cover

Scenario Defender - Unit belongs to the player
considered to be the scenario's defender.

Weak unit - Unit has lost at least one-third (1/3)
of its original bases.

Damaged tank unit/base - The tank base (for
bailout rolls) or unit (for standard unit tests) is damaged. In the case of a
tank unit, all bases must be damaged in order for the unit to count as
"damaged"

Unsupported - No friendly infantry units or tank
bases are within 240 yards. Note that in the combat chart this range is quoted
in inches according to the game scale for the respective chart.

Demoralized - Unit is already demoralized at the
time of the die roll (before the die is rolled).

Remnant unit - Unit has lost at least two-thirds
(2/3) of its original bases.

«4.3 Morale Failure
EffectsPinned - Infantry units with half or more of their
bases either in the open or open topped cover (walls, berms, etc.) will go
prone and remain stationary through their next movement phase. Units in all
round cover (woods, buildings etc.) are not affected. Any personnel class
vehicles operating with the pinned unit will withdraw. Mounted cavalry which
receive a pinned result will also withdraw. Tank class vehicle bases or units
which receive a pinned result will halt at their current location for one
turn.

Withdraw - Infantry units move one normal move
directly away from enemy. Units unable to comply due to obstacle restrictions
(rivers, cliffs, ocean, etc.) will move directly away from the enemy as far as
possible while staying under cover (if available) and assume a Pinned stance.
For example, a unit forced to withdraw back past a seawall and onto a beach
will seek cover behind the wall rather than stand around in the surf! Units
which cannot withdraw without passing through enemy bases will surrender.
Vehicle bases or units must withdraw a minimum of one-half of available normal
move unless immobilized, in which case they will be abandoned (crew bailout
reaction) and removed from play.

Rout - Infantry units will conduct one assault move
directly away from the enemy and assume a pinned stance. Other rules applying
to blocked movement for withdrawing units also applies to routing units.
Vehicle units will move their full available movement away from the enemy
unless damaged or immobilized, in which case they will be abandoned (crew
bailout reaction) and removed from play.

Surrender - Infantry unit surrender to nearest enemy.
If friendly troops are present between the unit and the enemy, the
"surrendering" unit will disintegrate instead. Vehicle crews will surrender to
the nearest enemy, abandoning their vehicles which are then removed from
play.

Charge - True to the tradition of fanaticism, the
only solution to the current problem is a good old-fashioned suicidal charge.
All affected units and base types assault the nearest enemy unit, regardless of
the unit type being assaulted.

Disintegrate - All affected bases are removed from
play.

«4.4 Demoralization A
unit automatically becomes demoralized when it routs or loses an assault. A
demoralized unit suffers substantial minuses when rolling to move, fire,
assault or check morale. It will lose its demoralized status if the controlling
player rolls a morale test for the unit on any turn following the one on
which it became demoralized. A morale result of pinned or better will rid the
unit of its demoralized status, although it must still obey a pinned result if
that occurs. A morale result of withdraw or worse (rout, disintegrate,
surrender) will result in the unit keeping its demoralized status, as well as
causing it to suffer the additional results of the morale test. The morale
testing of a demoralized unit is optional. A player may choose to allow a unit
to be demoralized through the remainder of a game rather than risk the results
of a risky morale test.

Example: A unit becomes demoralized due to being
voluntarily routed during the Attacker Move phase. It may not
attempt to recover during the next casualty morale phase, because that is in
the same turn as the occurrence of demoralization. The unit must wait until the
casualty morale phase of the following turn. If it then rolls an R D result,
half of the unit will rout, and half of the unit will disintegrate (be removed
from play). The surviving routed half retains its demoralized status and may
not attempt to roll again for demoralization recovery until the next turn's
casualty morale phase.

«4.5 Special RulesVoluntary rout - Units may be extricated from assaults by being
voluntarily routed. To conduct a voluntary rout, the player must roll a morale
test for the unit. If it passes, then the unit may immediately rout one full
assault move to the rear, becoming demoralized in the process. If the unit
fails the test, then it will suffer whatever results are called for on the
morale chart. This may result in the surrender or disintegration of the unit.
Voluntary routs are conducted either during the movement or assault phases.
Units which are pinned and units which initiate assaults may not voluntarily
rout.

Local Heavy Weapons - Heavy weapon bases which are within
the deployment zone of a unit which has failed a morale test will also be
affected by the same die roll. Machine guns are assumed to be one morale grade
higher than the adjoining troops and react accordingly. Other supporting heavy
weapon bases are considered to be the same morale grade as the adjoining troops
and react in conjunction with them.